L L4D2node

CBaseClientState::ProcessConnectionlessPacket

0x001058c0 · 10 bytes · __thiscall

_ZThn4_N16CBaseClientState27ProcessConnectionlessPacketEP11netpacket_s

Decompiled

undefined (2 params)

/* non-virtual thunk to CBaseClientState::ProcessConnectionlessPacket(netpacket_s*) */

void __thiscall
CBaseClientState::ProcessConnectionlessPacket(CBaseClientState *this,netpacket_s *param_1)

{
  ProcessConnectionlessPacket(this + -4,param_1);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)